-- RENZO, THE MARKET THIEF --
Renzo
1st level Argossean Thief
Sex: Male
Age: 31
Height: 5'7"
Weight: 189 lbs.
Handedness: Right
STR: 13 (+1)
DEX: 15 (+2)
CON: 10
INT: 12 (+1)
WIS: 8 (-1)
CHA: 14 (+2)
HP: 4
Fate: 1
XP: 0
Speed: 40
Parry: AC 11
Dodge: AC 12
Initiative: +3
Fort: +0
Ref: +3
Will: -1
BAB: +0
Melee: +1
Finesse: +2
Ranged: +2
Code of Honor: None
LANGUAGES: Argossean (native), Shemitish, Zingaran, Stygian, Aquilonian, Kothic.
PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (Light and One-Handed only), Armor Proficiency (Light).
1st LEVEL FEAT: Fleet-Footed.
ABILITIES: Dispatching Blow* (Club), Trap Disarming.
*Dispatching Blow is an alternative from The Warrior's Companion. The thief takes Dispatching Blow in place of the normal Sneak Attack ability. Dispatching Blow works mechanically just like Sneak Attack, except that the extra damage with a specialized weapon is 1d10 (plus 1d10 per two Thief Levels). Non-specialized weapons do 1d6 extra damage. The Dispatching Blow cannot be used in flanks or when the thief has successfully snuck up on his target. It can only be used on the first round of combat when the thief has caught his opponent flat footed.)
36 class skill points: 2 - Bluff, 4 - Climb, 4 - Jump, 2 - Open Lock, 4 - Slight of Hand, 2 - Move Silently, 4 - Hide, 4 - Spot, 4 - Tumble, 3 - Appraise, 3 - Decipher Script
Hyborian Adaptability: Tumble, Sleight of Hand
Hyborian Background Skills: Bluff, Open Lock, Escape Artist, Move Silently
CLASS SKILLS
+6 Bluff
+5 Climb
+6 Gather Information
+5 Jump
+6 Open Lock
+8 Sleight of Hand
+6 Move Silently
+6 Hide
+1 Search
+6 Balance
+6 Use Rope
+5 Knowledge (Local/Shaipur Region of Argos)
+8 Tumble
+2 Diplomacy
+2 Disguise
+4 Escape Artist
+3 Spot
-1 Listen
-1 Sense Motive
+1 Profession (Sailor)
+2 Perform
+4 Appraise
+4 Decipher Script
+1 Disable Device
+1 Forgery
+2 Intimidate
CROSS-CLASS SKILLS
+0 Concentration
+1 Craft (Alchemy)
+2 Handle Animal
-1 Heal
+1 Knowledge (Geography)
+1 Knowledge (History)
+1 Knowledge (Religion)
+2 Ride
+1 Survival
+1 Swim
CLOTHING: Cheap leather shoes (but many times, he goes barefoot), ragged breeks (frayed just below the knees), and a homespun tunic. He does wear a maroon tebenna, which is frayed on the ends. Loincloth. Belt, and weapon belt. A single belt pouch is strapped to his belt.
Renzo does what he can to keep clean, as most Argosseans do, but often times Renzo has no place to wash. It is not unusual for him to smell, with his clothes quite dirty. But, he always cleans up his rags as best he can when he has the opportunity.
EQUIPMENT: Lacquered tree branch, cut as a
club, with leather wrapped around the smaller end and a leather wrist strap. Renzo made this club himself, with the help of a smith he knows in town. The smith added metal rivets to make the branch more of a weapon. He ties the strap around his weapon belt to allow the club to hang from his waist, using a quick-pull knot.
Renzo's prized possession is a
crossbow that he has stolen, and he's quite intrigued by the weapon. He's got a bolt quiver that hangs across his chest from a wide belt to where the quiver rests on his hip, making it easy to draw them quickly. The crossbow is cocked by placing a foot in the weapon's stirrup, then pulling the line back to its cocked position. Doing this often hurts Renzo's hands, and he's on the lookout for a loading lever, but those things are damn expensive. The crossbow is the nicest item Renzo has ever owned. When he's working around allies, he will prepare the crossbow, making it ready to fire, then leave it in a bazaar stall with a merchant friend. If trouble breaks out, Renzo has, as an option, the hidden crossbow, waiting for him to recover and use. The bolt quiver is small and only holds 10 bolts for the weapon.
Renzo has acquired some cheap, stiff, cowhide that has been fashioned into chest armor. Nothing about it looks fashionable at all, and anyone who sees it will recognize it as the cheapest kind of armor protection. But, the armor is stout enough to qualify as a
leather jerkin. Renzo's friends, when they see him wearing the armor, know that he is working.
At this time, Renzo has no wealth in the form of coins, gems, or jewelry to speak of. In addition, Renzo, himself, has been victim to theft. Someone has stolen his set of thieves tools--tools that are very expensive and hard to come by. Renzo would very much like to find the thief who took them.
DESCRIPTION & BACKGROUND: Renzo is a street orphan who has grown up alone, fending for himself in the various towns of the Shaipur region of Argos. He has no home and sleeps where ever he can find a spot. He has become known to many merchants, and some have become his friends. They feed him or let him stay in the stable over night while he is in town. In return, Renzo will never rob these folks. In fact, he tries to target foreigners and travelers and those who bring their goods to market. Renzo's main trade is of that as a cut purse and pick pocket. He travels the cities of the Shaipur, always looking for appropriate targets. He will never take from those in dire need. Often times, he has gone hungry because of this.
Renzo has a slim build, but he looks like he's becoming a bit pudgy. He has bushy black hair and dark brown eyes. He can't grow a full beard, but he usually stubble or thin growth on his face. His mustache is quite thin. He shaves when he has the opportunity.
Suggested Play: When the PCs are in town, secretly allow Renzo to pick pocket them. If he's successful, don't draw attention to the NPC. Just let the players discover the lost equipment or wealth the next time that they reach for it. This could be hours or even days later. The players will have no idea how they lost the item.
Renzo will often follow foreigners around the Shaipur as they travel from city to city. He especially likes stalking merchant caravans this way. He won't follow them closely, though. He'll just note which road his targets took out of town, and Renzo will show up in that town a few hours later or the next day when the market opens. He'll wait around in the market until he sees his target, then go to work.
Recently, Renzo has worked out a routine with Kremm. Kremm causes a slight distraction--something just enough to get the target's attention. Sometimes, this means that Kremm engages the target in conversation. Other times, Kremm will start an argument with a close vendor within sight of the target. In game terms, Kremm's efforts distract the target of Renzo's pick pocket or cut purse attempt, giving the target a -5 penalty on his Spot check to detect Renzo's Slight of Hand attempt. Without Kremm's help, Renzo will sometimes bump into the target, excusing himself for the contact--and that is enough to distract the target (until the player catches on). Though this is a more dangerous method of Renzo plying his trade as the victims soon remember who bumped into them when items are discovered missing.
Hopefully, Renzo will be able to steal from the PCs at least twice before the players start noticing a pattern. If Renzo is ever caught, he'll flee. He's not a fighter. The character's Fleet-Footed Feat, plus his skills in Balance, Climb, and Jump, makes Renzo excellent at chases. If the PC catch Renzo, the PCs will have a grand old chase on their hands, busting through chicken coups, darting down narrow alleys between buildings, and jumping across roof tops. Remember that Renzo has been in these towns his entire life. He will know where all the quick hiding places are, making it seem as if he disappeared from the PC's grasp by magic. If in a town where Renzo has allies, some of the merchants, themselves, will help the thief elude any chasers.
The GM should play Renzo so that the character uses his full ability to elude the players. Renzo can even become a type of recurring villain (though Renzo is hardly a real villain). If caught, with no where to run, Renzo will try to use his high CHR and Bluff skill (or possibly, Diplomacy) to talk his way out of the situation. He'll even make deals to help the PCs in some way--maybe through information barter. Renzo will exchange what he knows for his life. Renzo will cry and beg and do whatever is needed to keep from being killed by the PCs (Remember the John Turturro begging scene in Miller's Crossing?). To play this correctly, the GM needs to pull out all the stops when roleplaying Renzo in order to make the PCs feel sorry for him.
Renzo, though he has made little out of himself, has spent his entire life in this region of Argos. He often travels from town to town, and he's become a good information source for those needing to know things. He can use this ability for the PCs. Renzo will bargain with it. Also, Renzo knows most of the elders in the towns. He's learned to sell them information. So, there are several ways that this character can be helpful to the party.